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UT2k4Assault.ASOBJ_EnergyCore_Spawn

Extends
GameObjective
Modifiers
placeable

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.NavigationPoint
      |   
      +-- Engine.JumpDest
         |   
         +-- UnrealGame.JumpSpot
            |   
            +-- UnrealGame.GameObjective
               |   
               +-- UT2k4Assault.ASOBJ_EnergyCore_Spawn

Variables Summary
class<GameObject_EnergyCore>FlagType
GameObject_EnergyCoremyFlag
ASOBJ_EnergyCore_Spawn
soundAnnouncer_EnergyCore_Dropped
soundAnnouncer_EnergyCore_PickedUp
soundAnnouncer_EnergyCore_Reset
stringDroppedMessage
stringEnergyCorePickedUp
staticmeshFlagMesh
stringPlayerCoreReset
stringPlayerDroppedMessage
stringPlayerPickedUpEnergyCore
SoundTakenSound
Inherited Variables from UnrealGame.GameObjective
AlternatePaths, Announcer_DefendObjective, Announcer_DisabledObjective, Announcer_ObjectiveInfo, AreaVolumeTag, bAccruePoints, bActive, bAnnounceNextObjective, BaseExitTime, BaseRadius, bBotOnlyObjective, bClearInstigator, bDisabled, bFirstObjective, bHasShootSpots, bHighlightPhysicalObjective, bIgnoredObjective, bInitiallyActive, bIsBeingAttacked, bIsCritical, bMustBoardVehicleFirst, bOldCritical, bOldDisabled, bOldHighlightPhysicalObjective, bOptionalObjective, BotDamageScaling, bOverrideVisibilityCheck, bOverrideZoneCheck, bPlayCriticalAssaultAlarm, bReplicateObjective, bSoundsPrecached, bTeamControlled, bTriggerOnceOnly, bUsePriorityOnHUD, CriticalObjectiveVolumeTag, DefenderTeamIndex, DefensePriority, DefenseScripts, DefenseScriptTags, DefenseSquad, DelayedDamageInstigatorController, DestructionMessage, DisabledBy, DrawDistThresHold, DrawTime, EndCamera, EndCameraTag, HighlightOverlay[2], LastDrawTime, LocationPostfix, LocationPrefix, MyBaseVolume, NextObjective, ObjectiveDescription, ObjectiveDisabledTime, ObjectiveName, ObjectivePriority, ObjectiveStringPrefix, ObjectiveStringSuffix, ObjectiveTypeIcon, Objective_Info_Attacker, Objective_Info_Defender, PhysicalObjectiveActors, PhysicalObjectiveActorsTag, SavedObjectiveProgress, Score, Scorers, StartTeam, UseDescription, VehiclePath, VehiclePathName
Inherited Variables from UnrealGame.JumpSpot
bDodgeUp, bForceAllowDoubleJumping, bNeverImpactJump, bNoLowGrav, bOnlyTranslocator, bRealOnlyTranslocator, CachedSpeed[8], TranslocTarget, TranslocTargetTag, TranslocZOffset

Structures Summary
Inherited Structures from UnrealGame.GameObjective
ScorerRecord

Functions Summary
function BeginPlay ()
functionbool BetterObjectiveThan (GameObjective Best, byte DesiredTeamNum, byte RequesterTeamNum)
functionbool BotNearObjective (Bot B)
function PrecacheAnnouncer (AnnouncerVoice V, bool bRewardSounds)
function Reset ()
function SetActive (bool bActiveStatus)
function SpawnFlag ()
Inherited Functions from UnrealGame.GameObjective
AddScorer, AwardAssaultScore, BetterObjectiveThan, BotNearObjective, CanDoubleJump, CheckPlayCriticalAlarm, CompleteObjective, DisableObjective, GetDifficulty, GetHumanReadableName, GetNumDefenders, GetObjectiveProgress, HighlightPhysicalObjective, IsActive, IsCritical, NearObjective, OwnsDefenseScript, PlayAlarm, PlayDestructionMessage, PostBeginPlay, PostNetReceive, PreBeginPlay, PrecacheAnnouncer, Reset, SetActive, SetCriticalStatus, SetObjectiveOverlay, SetTeam, ShareScore, TellBotHowToDisable, Timer, Trigger, UpdateLocationName, UpdatePrecacheMaterials
Inherited Functions from UnrealGame.JumpSpot
CanDoubleJump, CanMakeJump, EffectiveDoubleJump, PostBeginPlay, SpecialCost, SuggestMovePreparation, TryTranslocator


Variables Detail

FlagType Source code

var class<GameObject_EnergyCore> FlagType;

myFlag Source code

var GameObject_EnergyCore myFlag;

ASOBJ_EnergyCore_Spawn

Announcer_EnergyCore_Dropped Source code

var(ASOBJ_EnergyCore_Spawn) sound Announcer_EnergyCore_Dropped;

Announcer_EnergyCore_PickedUp Source code

var(ASOBJ_EnergyCore_Spawn) sound Announcer_EnergyCore_PickedUp;

Announcer_EnergyCore_Reset Source code

var(ASOBJ_EnergyCore_Spawn) sound Announcer_EnergyCore_Reset;

DroppedMessage Source code

var(ASOBJ_EnergyCore_Spawn) localized string DroppedMessage;

EnergyCorePickedUp Source code

var(ASOBJ_EnergyCore_Spawn) localized string EnergyCorePickedUp;

FlagMesh Source code

var(ASOBJ_EnergyCore_Spawn) staticmesh FlagMesh;

PlayerCoreReset Source code

var(ASOBJ_EnergyCore_Spawn) localized string PlayerCoreReset;

PlayerDroppedMessage Source code

var(ASOBJ_EnergyCore_Spawn) localized string PlayerDroppedMessage;

PlayerPickedUpEnergyCore Source code

var(ASOBJ_EnergyCore_Spawn) localized string PlayerPickedUpEnergyCore;

TakenSound Source code

var(ASOBJ_EnergyCore_Spawn) Sound TakenSound;


Functions Detail

BeginPlay Source code

function BeginPlay ( )

BetterObjectiveThan Source code

function bool BetterObjectiveThan ( GameObjective Best, byte DesiredTeamNum, byte RequesterTeamNum )

BotNearObjective Source code

function bool BotNearObjective ( Bot B )

PrecacheAnnouncer Source code

simulated function PrecacheAnnouncer ( AnnouncerVoice V, bool bRewardSounds )

Reset Source code

function Reset ( )

SetActive Source code

function SetActive ( bool bActiveStatus )

SpawnFlag Source code

function SpawnFlag ( )


Defaultproperties

defaultproperties
{
     TakenSound=Sound'GameSounds.CTFAlarm'
     FlagType=Class'UT2k4Assault.GameObject_EnergyCore'
     FlagMesh=StaticMesh'AS_Decos.HellbenderEngine'
     PlayerDroppedMessage=" dropped the Power Core!"
     DroppedMessage="Power Core dropped!"
     EnergyCorePickedUp="Power Core picked up!"
     PlayerPickedUpEnergyCore=" picked up the Power Core!"
     PlayerCoreReset="Power Core reset!"
     Announcer_EnergyCore_Dropped=Sound'AnnouncerAssault.Generic.JY_PowerCoreDropped'
     Announcer_EnergyCore_PickedUp=Sound'AnnouncerAssault.Generic.JY_PowerCorePickedUp'
     Announcer_EnergyCore_Reset=Sound'AnnouncerAssault.Generic.JY_PowerCoreReset'
     bReplicateObjective=True
     bPlayCriticalAssaultAlarm=True
     DefenderTeamIndex=1
     ObjectiveName="Energy Core Spawn"
     ObjectiveTypeIcon=FinalBlend'AS_FX_TX.Icons.OBJ_Proximity_FB'
     Announcer_DisabledObjective=None
     Announcer_ObjectiveInfo=Sound'AnnouncerAssault.Generic.JY_Find_core'
     Announcer_DefendObjective=Sound'AnnouncerAssault.Generic.JY_ProtectPowerCore'
     bNotBased=True
     LightType=LT_SubtlePulse
     LightEffect=LE_QuadraticNonIncidence
     LightHue=37
     LightSaturation=255
     LightBrightness=128.000000
     LightRadius=6.000000
     DrawType=DT_StaticMesh
     StaticMesh=StaticMesh'XGame_rc.BallMesh'
     bStatic=False
     bAlwaysRelevant=True
     DrawScale=3.000000
     bUnlit=True
     CollisionRadius=60.000000
     CollisionHeight=60.000000
     bCollideActors=True
     bUseCylinderCollision=True
}

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Creation time: Wed 7/2/2007 19:15:50.953 - Created with UnCodeX